Jump to content

  • Log In with Google      Sign In   
  • Create Account

- - - - -

Open Sourcing Vaerydian

Posted by , 31 July 2013 · 2,569 views

Vaerydian LGPL Open Source
Well, now I've gone and done it... I made Alpha 2 of Vaerydian Open Source under LGPL v3 so its open and free to poke around in. I'm still going to keep developing on it as I see it as an interesting experimentation platform for game ideas here and there. But if you were curious about how to do some of the following, give it a look here: Vaerydian GitHub Page

Vaerydian's Engine shows the following features:
  • Multi-Platform (will compile under Linux & Windows)
  • Procedural maps
  • Entity-Component-System based design
  • Behavior Trees
  • Asynchronous Event-driven threading for dynamic AI switching (Behavior Forest concept)
  • A* Pathing w/ binary heaps
  • Simple Skeletal animation
  • Data Driven design w/ JSON
  • Knowledge Based RPG progression mechanics
  • Screen-based game segmentation w/ threaded loading
  • Glimpse UI framework
  • SAT collision detection and resolution
  • Other odds 'n ends

I enjoyed perusing the code.  Thanks!

Welcome! Its a work in progress, so i'm iterating on it every couple of days when the mood strikes me. You can check the issues list on my github page to see what i'm looking into at any moment. I just recently put down a lot of the data structures to allow for character templating and just need to build the template and data loader to start getting that ready. Fun Times! :)

Does it work under Visual Studio?

yes, you can compile it under VisualStudio 2010/2012, XamarinStudio 4+, and MonoDevelop 4+.


As always, be sure to build all the dependencies first for the target environment or it obviously wont compile :)

Good job, I hope to see more developers doing this with finished products.

well, I wouldn't say its finished, just at a point I was comfortable it had progressed far enough that some folks may find it interesting. Its all cheesey developer art/sounds w/ appropriate rough edges, but it works ;)


Also, just pushed base character template code out, so right now it can read-in the characters.v file and construct the BAT character from that. I'll have to add creature definitions to the map files later to specify what creatures are available to spawn in a given map, and adjust the spawn trigger code to handle more than 1 creature type. :)

Never heard of the game, but will surelly look into it now! (and by now, i mean now)

Always good to see open source games.


Took a look at the lighting video, looks nice!

Hope to see this project finished soon!

January 2017 »

15161718 19 2021

Recent Comments